So far, this just hasn't clicked for me. It feels too random, especially since the guild cards usually depend on what others are doing, and what they're doing usually just depends on how the cards are dealt. I suppose it mainly shines as a filler game for 6-7 people
I really like the mechanics, but parts of it are awkward and slow. The board develops slowly, leaving enough stability for good strategy and tactics. The Bulgars seem poorly balanced to me... they strike too fast & too randomly (either they end the game, or get mutilated, based on one dice roll).
Gave this to my brother & his wife a couple years ago after they enjoyed original Carc. They love it, I find it dull. The bonus for closing forests results in small, repetitive features that just don't capture my imagination. Most scoring was "pinging" in our games, making tile draw luck key, with the rivers breaking the ties.
Silly, short filler. Not much room for strategy, you either get the cards you need, or you don't. Depending on other people's goals, they'll either derail your plans or not, with no idea they've done so.
A clever little fencing game, which really captures two-handed fencing nicely. The only problem is that a 2-player game usually comes down to luck of the draw, and multi-player has no structure. So I made a melee variant to fix that.
Moves quickly, offers nice strategic & tactical depth in a short game. And it looks quite nice for a Cheapass. My complaint is that there's rarely any separation between the top 2-3 players, so it often comes down to initial turn order. Also, the first player is either golden or screwed based on the board layout.
Good large-group game, but as you add players, the lag between turns gets a little dull. There's not too much to think about, and luck seems to dominate gameplay. The pitting rules are really silly... it needs something better there.
Very mixed feelings. The kingdom-selection mechanism can drive the scoring, and the catch-up mechanism is unreliable. But when it results in a balanced game, it's very compelling... so we should probably investigate alternate drafting methods.
Munchkin still gets played a bit when friends who are afraid of my Euros come over. It's still a fine game, and when played infrequently, the jokes stay pleasantly fresh. It's just that I own two dozen higher-rated games and am unlikely to play it under other circumstances.
It's worth noting, though, that original Munchkin, without expansions, can be a brutal, tactical, sneaky battle, especially when played by overcompetitive folks. With one expansion, I feel this reaches a comfortable compromise; with more, it waters down the game and turns it into a card lottery.
The main flaws with Munchkin are that it takes a bit too long, and almost always leaves 1-2 players card-poor (due to drawing high-level enemies their first few turns). I need to try a game with a draft of starting equipment/class/races, maybe beginning at level 3 to compensate (and shorten the game)
Nice expansion to the original game. Original Munckin was brutally hard to win, requiring clever cardplay and backstabbing to even have a shot at winning. Unnatural Axe dilutes those cards so that the third or fourth person to go for the win should succeed.
Caution: The more expansions you add, the more the screwage is diluted, until it's almost just a race to level 10 vs the 1-2 undefendable blocking cards. If you add two expansions, death becomes rarer, and the game is more lottery and less clever.
This seems like a fine game that takes a little too long to develop, compared to the games I rate around an 8. The requirement to kill the entire enemy army to score a victory is a little annoying. Feels like there should be some middle ground.
I quite like NMM. It's a simple, satisfying attractive abstract that's quick to teach, takes the right amount of time to play, and offers decent complexity. It can be sketched on a napkin while waiting for dinner, played at reenactment venues, or be a game night filler. I've yet to play it seriously, so I could care less that it's solved.
Wow, what a brutally tactical game... ties with Lowenherz for depth, but the chaos factor can frustrate the best-laid plans a little too well. The possibility of losing your rice or tax province to conquest is a bug that needs fixing... the penalty is too high for something that's often dependent on chaos; maybe halving the payout would be better.
I must say, I like Vinci slightly better. Vinci has a wider diversity of civs, a more familiar map, and open scoring that I find is more interesting. Small World scales better, but we mainly played these games with 4-6 players anyway.
The US version is just a little too harsh for my taste. You can win or lose depending on the luck of the ticket draw, by getting cut off in the wrong place & time, or by the game ending a turn early. I invariably end up chewing my fingernails to a nub every time we play. Ties for Marklin as my least favorite TTR